Archiv der Kategorie: A

Avril

Avril
Type: Avian cliff dweller
Planet of Origin: Yavin 8
DEXTERITY 2D
Dodge 4D
PERCEPTION 2D
Search 5D+1
STRENGTH 2D
Special Abilities:
Acute Vision: Avril have extremely good eyesight for spotting
prey from high altitudes. Add +2D to visual search rolls.
Bite: Sharp beak does STR+2 in rending damage.
Talons: Leg claws do STR+2 damage,
Move: 6 (walking), 15 (flight)
Size: 1.8-2.5 meters tall, up to 8 meter wingspans
Source: Galaxy Guide 2 – Yavin and Bespin (pages 23-24)

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Apilid Worm

Apilid Worm
Type: Subterranean predator
Planet of Origin: Vasha
DEXTERITY 3D
PERCEPTION 1D
Hide 3D+2, search 3D+2
STRENGTH 2D+1
Special Abilities:
Bite: Apilid worms can bite for their STR+2 in damage.
Blindsight: Apilid worms are blind, and use vibrations to
navigate.
Move: 8
Size: “Small”
Note: Though listed as a creature, the Apilid Worms seem
to be capable of speaking Basic, as well as their own
language.

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Andoan Mineral-Fish

Andoan Mineral-Fish
Type: Mineral-consuming shellfish
Planet of Origin: Ando
DEXTERITY 1D
PERCEPTION 1D
STRENGTH 1D
Special Abilities:
Tail: Does STR+2D damage.
Fins: Do STR+1 damage.
Shell: Adds +1D to Strength to resist damage.
Mineral Sense: Mineral-fish can sense large concentrations
of mineral and metals, which they feed on. If a school is
encountered feeding, the area is rich in valuable metals and
minerals.
Move: 8
Size: Up to 1 meter long
Source: Creatures of the Galaxy (pages 6-7

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Airsquid

Airsquid
Type: Small airbourne vermin
Planet of Origin: Bespin
DEXTERITY 3D+2
PERCEPTION 2D+1
Hide 4D+1, sneak 4D+1, search 4D+1
STRENGHT 1D
Special Abilities:
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Bite: Does STR+2 damage
Strong-Minded: Airsquids get a +3D bonus to Perception
against mind-influencing effects.
Move: 40 (flying)
Size: Small
Source: Geonosis and the Outer Rim Worlds (page 25)

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Aga

Aga
Type: Immense predator
Planet of Origin: Zelos II
DEXTERITY 4D
PERCEPTION 3D
Sneak 7D
STRENGTH 5D
Special Abilities:
Bite: Does STR+1D damage.
Claws: Do STR+1D+2 damage.
Clubbing Attack: Does STR=2D damage.
Screech: Target must make an Easy Perception total or be
stunned for one round (-1D to all actions).
Armor: +2D physical, +1D energy.
Move: 9
Size: 4 meters tall
Orneriness: 5D
Source: Planets Collection (page 252)

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Attack Stohl

Attack Stohl
Type: Domestic defense pet
Planet of Origin: Ichtor 8
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Bite: Does STR+1D damage.
Poison: Untreated stohls do an additional +3D with their
poisonous bite. This damage is stun damage only, but
effects take 12 standard hours to recover from;
Coil: A properly trained stohl can wrap around an opponent
in a turn by successfully scoring a Moderate Strength or
brawling hit. A coiled stohl requires a Difficult Strength roll
to disengage.
Move: 5
Size: 1-1.5 meters long
Source: Creatures of the Galaxy (pages 8-10)

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Asyyyriak

Asyyyriak
Type: Medium-size forest predator
Planet of Origin: Kashyyyk
DEXTERITY 4D+2
PERCEPTION 5D
Hide 9D, search 7D+2, sneak 8D
STRENGTH 4D
Brawling 4D+2, climbing/jumping 8D
Special Abilities:
Camouflage: Asyyyriaks blend in with their surroundings,
granting a +2D bonus to hide in forested environments.
Exceptional Reflexes: Gain a +1D bonus to all Perception
rolls made to determine initiative.
Bite: Does STR+1D damage.
Claws: Do STR+2 damage.
Multiattack: An asyyyriak can make two brawling attacks
in a round without incurring multiple action penalties.
Further actions take penalties normally.
Fast Healing: Asyyyriaks recover one injury level every two
minutes.
Move: 8
Size: 1-2 meters long
Source: Ultimate Adversaries (pages 68-69)

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Ash Angel

Ash Angel
Type: Small airborne scavenger
Planet of Origin: Sullust
DEXTERITY 4D+1
PERCEPTION 2D+1
Hide 7D, search 6D
STRENGTH 1D+1
Brawling 3D, bite 3D+2
Special Abilities:
Poison: Ash Angels have a poisonous bite designed to allow
them to escape danger. When bitten, the target must make
a Difficult Stamina roll or suffer -1D to STRENGTH. One
minute later, a second Difficult Stamina roll must be made
or the target is paralyzed for 1D half hours, giving the Ash
Angel time to escape
Camouflage: Ash Angels blend in with their surroundings,
granting a +2 bonus to hide in ashy, burnt or cluttered
environments.
Fire/Blaster Energy Resistance: Ash Angels are highly
resistant to fire and blaster energy, gaining +2D to resist
these types of damage.
Move: 4, 10 (flying)
Size: 1 meter tall, 2.5 meters wingspan
Source: Ultimate Adversaries (pages 67-68)

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Arquet

Arquet
Type: Mountain carnivore
Planet of Origin: Pellastrallas
DEXTERITY 3D+2
PERCEPTION 3D
Sneak 5D
STRENGTH 3D
Special Abilities:
Armor: The Arquet’s dorsal and spinal plates give +2D
versus physical and energy attacks.
Camouflage: Arquet skin varies in hue according to the
amount of solar radiation received. This allows it to blend in
with its rocky surroundings with considerable ease. This is
accounted for in the animal’s sneak.
Claws: Hoof claws do STR+2 damage.
Feigned Immobility: Arquets are extremely patient predators,
capable of remaining absolutely motionless so as to draw to
point blank range before attacking.
Horns: The arquet’s curved horns do STR+2D damage.
Teeth: The arquet’s teeth do STR+1D damage.
Move: 9 (walking), 12 (charging)
Size: 1.8-2.4 meters long, up to 2 meters tall at the
shoulder
Source: Creatures of the Galaxy (pages 7-8)

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Armadid

Armadid
Type: Mountain predator
Planet of Origin: Nubia
DEXTERITY 3D+1
PERCEPTION 1D+2
Hide 2D+1 (4D+1 in rocky terrain), search 3D
STRENGTH 4D+2
Climbing/jumping 7D+1
Control 2D
Force Powers: Burst of Speed.
Special Abilities:
Camouflage: When in rocky terrain, the armadid’s gray
armored body blends in with its surrounding. This provides
the armadid with a +2D bonus to hide skill checks made in
rocky environments.
Exceptional Reflexes: Armadids gain a +1D bonus to all
Perception rolls made to determine initiative.
7
Force-Sensitive: Armadids are Force-sensitive.
Horns: An armadid can gore a foe with its horns, inflicting
STR+2 in damage.
Low-light Vision: Armadids can see twice as far as humans
in dim light.
Natural Armor: The armadid adds +2D to Strength rolls
made to resist physical damage, and +1D to Strength rolls
made to resist energy damage.
Tail: The crab-like pincer on the end of an armadid’s tail
can pinch an opponent for the creature’s Strength rating in
damage.
Move: 10
Size: 3 meters long
Source: Coruscant and the Core Worlds (page 123)

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Altagak

Altagak
Type: Solitary carnivore
Planet of Origin: Altora
DEXTERITY 4D+2
Running 6D
PERCEPTION 3D
Sneak 5D
STRENGTH 4D
Special Abilities:
Claws: Foot claws do STR+2 damage.
Silent Movement: Altagak can move very silently. Add +1D to
any sneak rolls when stalking prey.
Speed: When initiating an attack, altagak can produce
spurts of high acceleration, maintaining this high speed for
up to eight rounds.
Threatening Display: To discourage competitors when
feeding or nesting, altagak adults expand their spinal
mane, making them appear to be much larger than they
really are.
Tail: Spiny tail does STR+1 damage in tailswipe.
Teeth: Large, rending teeth do STR+1D damage.
Tusks: Commonly used to skewer prey during on-rushing
head butt, tusks do STR+2D damage.
Move: 8 (wlaking), 28 (attack sprint)
Size: 1.8-2.2 meters long
Source: Creatures of the Galaxy (pages 5-6)

 

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Altagak

Altagak
Type: Solitary carnivore
Planet of Origin: Altora
DEXTERITY 4D+2
Running 6D
PERCEPTION 3D
Sneak 5D
STRENGTH 4D
Special Abilities:
Claws: Foot claws do STR+2 damage.
Silent Movement: Altagak can move very silently. Add +1D to
any sneak rolls when stalking prey.
Speed: When initiating an attack, altagak can produce
spurts of high acceleration, maintaining this high speed for
up to eight rounds.
Threatening Display: To discourage competitors when
feeding or nesting, altagak adults expand their spinal
mane, making them appear to be much larger than they
really are.
Tail: Spiny tail does STR+1 damage in tailswipe.
Teeth: Large, rending teeth do STR+1D damage.
Tusks: Commonly used to skewer prey during on-rushing
head butt, tusks do STR+2D damage.
Move: 8 (wlaking), 28 (attack sprint)
Size: 1.8-2.2 meters long
Source: Creatures of the Galaxy (pages 5-6)

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Albino Farlek

Albino Farlek
Type: Dangerous predator
DEXTERITY 3D
Dodge 6D+2, brawling parry 4D, running 7D+2
PERCEPTION 3D+2
Hide 7D, search 4D+2, sneak 7D+2
STRENGTH 6D
Brawling 7D, climbing/jumping 7D, lifting 9D, stamina 7D
Special Abilities:
Fangs: Do STR+1D damage.
6
Snare-tongue: Has sticky adhesive (Difficult Strength roll
to break free), stretches out almost two meters away from
mouth.
Tail: Used to knock prey off balance. Causes STR+2D
damage.
Odor: The farlek has a familiar, if highly offensive, odor that
clings to its surroundings.
Move: 12
Size: 2 meters tall at the shoulder, 4 meters long from head
to tail.
Source: Operation: Elrood (page 63)

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Akorec

Akorec
Type: Reptilian predator
Planet of Origin: Trammis
DEXTERITY 4D+2
PERCEPTION 1D
Search 2D+1
STRENGTH 5D+1
Bite 6D
Special Abilities:
Bite: Does STR+1D+2 damage.
Blaster-Resistant Scales: Akorec scales are blaster-resistant,
giving them a bonus of +4D to their Strength score for the
purpose of resisting blaster damage.
Claws: Do STR+2 damage.
Low Light Vision: An akorec can see twice as far as a normal
human in poor lighting conditions.
Move: 20
Size: 10 meters tall.

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Aiwha

Aiwha
Type: Colossal cloned aquatic herd animal
Planet of Origin: Kamino
DEXTERITY 1D+1
PERCEPTION 2D+1
STRENGHT 6D
Swimming 8D
Special Abilities:
Slamming: Aiwhas can slam against an opponent, doing
STR+2D damage.
Move: 20 (swimming or flying)
Size: 20-30 meters wingspan
Orneriness: 1D
Source: Geonosis and the Outer Rim Worlds (page 78)

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Aduban Behemoth

Aduban Behemoth
Type: Dark side experiment
Planet of Origin: Aduba-3
DEXTERITY 1D
Energy beam 3D
PERCEPTION 1D+1
Search 2D+2
STRENGTH 11D
Brawling 13D+2
Special Abilities:
Bite: Does STR+2D+2 damage.
Punch: Does STR+1D damage.
Energy Beam: 4D damage, range 20/40/80m.
Darkvision: The behemoth can see up to 20 meters away in
complete darkness.
Lightsaber Vulnerability: Damage rolls from lightsaber
attacks are doubled against the behemoth. In addition,
any lightsaber attack roll where the wild die results in a
“6” causes the creature to explode if a Wounded (or better)
result is achieved. If the behemoth explodes, all targets
within 20 meters of it take 4D of energy damage.
Move: 6
Size: “Gargantuan”

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Adar

Adar
Type: Adaptive Carnivore
Planet of Origin: Omiddelon III
DEXTERITY 2D
PERCEPTION 2D
Search: tracking 3D+2
STRENGTH 4D
Brawling 6D, climbing/jumping 6D, flight 6D+2
Special Abilities:
Claws: Do STR+3D damage.
Wings: Enable adars to fly.
Leaping Attack: Does STR+3D damage.
Adaptive: Adars can eat virtually anything to get
nourishment.
Move: 13 (running), 15 (leaping), 22 (flying, but limited to
five minutes every hour)
Size: Up to 2.5 meters long
Source: Creatures of the Galaxy (pages 4-5) Continue reading “Adar” »

Acklay Mutant

Acklay Mutant
Type: Huge mutated predator
Planet of Origin: Geonosis
DEXTERITY 1D+1
PERCEPTION 2D+1
Search 6D
STRENGTH 7D
Climbing/jumping 8D, swimming 8D
Special Abilities:
Armor: The natural armor of the acklay grants it a +2D
bonus to Strength when resisting physical damage.
Bite: Does STR+2 damage.
Claws: Do STR+1D+2 damage.
Exceptional Reflexes: Mutant Acklays gain a +1D bonus to
all Perception rolls made to determine initiative.
Resistant to Radiation: Mutant Acklays gain a +1D bonus to
Strength when resisting the effects of harmful radiation.
Blindsight: Mutant Acklays have powerful nonvisual senses,
being able to hunt in dark waters. They don’t suffer any of
the penalties for poor lighting conditions.
Breathe Underwater: Mutant Acklays can stay underwater
indefinitely.
Move: 12
Size: 6 meters long
Source: Geonosis and the Outer Rim Worlds (page 65)

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Acklay

Acklay
Type: Predator
Planet of Origin: Geonosis
DEXTERITY 1D+1
PERCEPTION 2D+1
Search 6D
STRENGTH 7D
Climbing/jumping 8D
Special Abilities:
Armor: The natural armor of the acklay grants it a +2D
bonus to Strength when resisting physical damage.
Bite: Does STR+2 damage.
Claws: Do STR+1D damage.
Exceptional Reflexes: Acklays gain a +1D bonus to all
Perception rolls made to determine initiative.
Resistant to Radiation: Acklays gain a +1D bonus to Strength
when resisting the effects of harmful radiation.
Move: 12
Size: 6 meters long (huge)
Source: d20 Core Rulebook (page 335)
Continue reading “Acklay” »